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Post by quazalpene on Jan 8, 2004 13:11:48 GMT -5
Tired of your flaming sphere or your call lightning spells burning down your beloved forest as well as your enemies. Well here’s a few new spells that any good druids needs to battle with the minions of Evil…
Spell Name Boulder Dash, Lesser Type Transmutation Level Druid 1, Earth 1 Components S, M Casting Time 1 Action Range Medium (100 feet, +10/level) Area / Target Special (1 target) Duration 1 round/level (discontinued or disrupted) Saving Throw Special (Strength check) Spell Resistance No Description This spell allows the druid to cause a small pebble to grow into a 3 foot rolling boulder that they can control and attack with.
The boulder can be controlled as a partial action on the druid turn, and can move 30 feet per round, within the maximum range of the spell.
Attacks with the boulder are ranged touch attacks, using the druids base attack bonus and their wisdom modifier (not dex or str), and may attack one target per round with the boulder.
The boulder does 2d8 damage (blunt non-magical) upon impact and is strong enough to damage walls or other objects.
A strength check DC 13 + druids wisdom modifier is required or the boulder knocks the target over (the target looses it’s next action and is considered flat footed).
The boulder cannot roll up inclines more than 30 degrees, and cannot roll over obstacles more than one foot high. It has an AC 15, hardness of 10, and 10 hit points.
Material: A smooth round pebble, such as crafted sling bullet. The stone is lost when the spell ends or is discontinued.
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Post by quazalpene on Jan 8, 2004 13:13:29 GMT -5
Spell Name Boulder Dash, Greater Type Transmutation Level Druid 3, Earth 3 Components S, M Casting Time 1 action Range Medium (100 ft, +10 ft/lv) Area / Target 1 Target (special) Duration 1 round per level (D) Saving Throw Special (Strength check) Spell Resistance No Description This is the big brother of Lesser Boulder Dash. This spell causes a round stone to instantly grow to a 5 foot diameter boulder, and the druid may control it.
The boulder can be controlled as a partial action on the druid turn, and can move 40 feet per round, within the maximum range of the spell.
Attacks with the boulder are ranged touch attacks, using the druids base attack bonus and their wisdom modifier +2 (not dex or str), and may attack one 5 foot area per round; this typical just one target, but if more than one target is with the area (such as close combat or grappling) all targets in the area are hit. The boulder does 2d10 damage (blunt non-magical) upon impact and is strong enough to damage walls or other objects. A strength check DC 16 + druids wisdom modifier is required or the boulder knocks the target over (the target looses it’s next action and is considered flat footed).
The boulder cannot roll up inclines more than 45 degrees, and cannot roll over obstacles more than three feet high. It has an AC 16, hardness of 10, and 30 hit points.
Material: A smooth round rock no less than 3 pounds, an orc shot put is the most common. There is 50% chance that the stone can be retrieved at the end of the spell, if the stone was not destroyed during the duration.
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Post by quazalpene on Jan 8, 2004 13:14:26 GMT -5
Spell Name Boulder Dash, Superior Type Transmutation Level Druid 6, Earth 6 Components S, M Casting Time 1 action Range Medium (100 ft, +10 ft/lv) Area / Target Special Duration 1 round per level (D) Saving Throw Special (Strength check) Spell Resistance No Description High-level druids to take out entire groups of nefarious forest goers use this imposing spell, which turns a bowling ball into 10 foot nightmarish boulder.
The boulder can be controlled as a partial action on the druid turn, and can move 50 feet per round, within the maximum range of the spell.
Attacks with the boulder are ranged touch attacks, using the druids base attack bonus and their wisdom modifier +4 (not dex or str), and may attack one 10 foot wide by 5 deep area per round; this typical just two adjacent targets, but if more than two targets are with the area (such as close combat or grappling) all targets in the area are hit.
The boulder does 2d12 damage (blunt non-magical) upon impact and is strong enough to damage walls or other objects. A strength check DC 19 + druids wisdom modifier is required or the boulder knocks the target over (the target looses it’s next action and is considered flat footed).
The boulder cannot roll up inclines more than 60 degrees, and cannot roll over obstacles more than five feet high. It has an AC 17, hardness of 10, and 60 hit points.
Material: A smooth round rock no less than 10 pounds, a small catapult stone usually works fine. There is 75% chance that the stone can be retrieved at the end of the spell, if the stone was not destroyed during the duration.
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Post by quazalpene on Jan 8, 2004 13:28:25 GMT -5
Spell NameIf a Tree Falls… Type Transmutation Level Druid 6, Plant 6 Components S, F, V Casting Time 1 action Range Special Area / Target Special Duration Instantaneous Saving Throw Ref (halves) Spell Resistance No Description The Druid casts this spell to answers the question, if a tree falls in the forest, does someone here it…maybe, maybe not...but they’ll feel it
IF the druid can somehow divine the whereabouts of an enemy in a forest, either through divination, animal informants, taking to the plants, or some other method of finding the target, this spell has unlimited range.
IF the druid cannot divine the targets location, the spell has line of sight range (typically 50 feet in dense forest, 100 feet in moderate forest, or 250 feet in light forest)
Targets must be within range (listed below) of a tree to be hit by the spell.The spell causing a single tree to fall on a target (or group of targets), though the actual area and damage is based on the druid.
The tree falls on a line of attack, and does damage to the entire area. Anyone in the area may make a reflex save for half damage, damage is consider blunt (crushing), and is considered massive damage if damage rolls are high enough.
Once the spell is completed the tree uprights itself to normal and is unharmed by the effect.
Focus: A leaf, branch, or piece of bark of the type tree the druid wishes to effect.
Cateogory listing (from left to right): Druid level + wisdom Modifer; Area hit; damage done.
level + wisdom mod: Under 15; Area: 20 ft long x 5 ft wide; Dam: 5d6+10 Lv+Wis Mod: 16-20; Area: 25 ft long x 5 ft wide; dam: 5d8+10 Lv+Wis Mod: 21-24; Area: 30 feet long x 10 ft wide; Dam: 5d10+10 Lv+ Wis Mod: 25+; area: 35 feet long x 10 feet wide; Dam: 5d12+10
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Post by quazalpene on Jan 8, 2004 13:34:03 GMT -5
Spell Name If a Tree Falls Again and Again… Type Transmutation Level Druid 8, Plant 8 Components S, F, V Casting Time 1 action Range Special Area / Target Special Duration 5 rounds Saving Throw Ref (halves) Spell Resistance No Description This works exactly like If a Tree Falls… except that the druid may hit targeted areas over and over again for the duration of the spell. The attacks take a move equivalent action for the druid (meaning he can make a full attack and do as many attacks as his levels allow) and require concentration (preventing other spells from being cast). Only one tree can be affected by this spell at a time, if the tree is destroyed the spell ends instantly. Focus: A leaf, branch, or piece of bark of the type tree the druid wishes to effect.
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Post by quazalpene on Jan 8, 2004 13:37:02 GMT -5
Spell Name Friendly Fire, Lesser Type Evocation Level Druid 1, Sor/Wiz 1, Cleric 1 Components S Casting Time 1 action Range Self or touch Area / Target One target Duration 1 round per level Saving Throw Harmless, Will negates Spell Resistance Yes Description This spell allows the druid to subtly change the power of fire based spells to reduce collateral damage.
The druid most often cast this spell on himself or allies, but can be used as a standard touch attack, unwilling targets may make a saving throw each round to negate the effect, the druid may cancel the spell as a free action on their turn.
The effect target can still cast spells, but any spell that has the fire descriptor or effect is altered is such away that it does NO damage to the creature or things with the Animal or Plant type (including the druid if he so chooses to use wild shape), and has no chance of starting secondary fire (or explosions), or setting objects ablaze.
This spell does effect any mundane items (including candles, torches, lamps, tindertwigs, and alchemist fire), and magical items (with fire based attack) the target owns or uses for the duration, but cannot effect natural extraordinary or supernatural powers such as creatures with breath weapons, or fire elementals.
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Post by quazalpene on Jan 8, 2004 13:40:41 GMT -5
Spell Name Friendly Fire, Greater Type Evocation Level Druid 4, Sor/Wiz 4, Cleric 4 Components S Casting Time 1 action Range 25 foot radius centred on the caster. Area / Target All targets/objects in range Duration 1 round per level Saving Throw Harmless, Will negates Spell Resistance Yes Description This spell works exactly like friendly fire, lesser but affects everyone and everything in a 25 foot radius from the caster. Plus any fire based spell hitting that area from outside (such as a fire ball) is also affected by this spell. The area remains changed from the point at which the druid cast it, even if the druid leaves the area render unconscious or is even killed.
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Post by Sharess on Jan 9, 2004 11:55:47 GMT -5
I love the new spells my druid will most deafnetlly be useing these spells thanks ;D
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